/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef ARKCORE_WAYPOINTMOVEMENTGENERATOR_H
#define ARKCORE_WAYPOINTMOVEMENTGENERATOR_H

/** @page PathMovementGenerator is used to generate movements
 * of waypoints and flight paths.  Each serves the purpose
 * of generate activities so that it generates updated
 * packets for the players.
 */

#include "MovementGenerator.h"
#include "DestinationHolder.h"
#include "WaypointManager.h"
#include "Path.h"
#include "Traveller.h"

#include "Player.h"

#include <vector>
#include <set>

#define FLIGHT_TRAVEL_UPDATE  100
#define STOP_TIME_FOR_PLAYER  3 * MINUTE * IN_MILLISECONDS           // 3 Minutes
#define TIMEDIFF_NEXT_WP      250

template<class T, class P>
class PathMovementBase {
public:
	PathMovementBase() :
			i_currentNode(0) {
	}
	virtual ~PathMovementBase() {
	}
	;

	bool MovementInProgress(void) const {
		return i_currentNode < i_path->size();
	}

	void LoadPath(T &);
	void ReloadPath(T &);
	uint32 GetCurrentNode() const {
		return i_currentNode;
	}

	bool GetDestination(float& x, float& y, float& z) const {
		i_destinationHolder.GetDestination(x, y, z);
		return true;
	}
	bool GetPosition(float& x, float& y, float& z) const {
		i_destinationHolder.GetLocationNowNoMicroMovement(x, y, z);
		return true;
	}

protected:
	uint32 i_currentNode;
	DestinationHolder<Traveller<T> > i_destinationHolder;
	P i_path;
};

template<class T>

class WaypointMovementGenerator: public MovementGeneratorMedium<T,
		WaypointMovementGenerator<T> > , public PathMovementBase<T,
		WaypointPath const*> {
public:
	WaypointMovementGenerator(uint32 _path_id = 0, bool _repeating = true) :
			node(NULL), path_id(_path_id), i_nextMoveTime(0), repeating(
					_repeating), StopedByPlayer(false) {
	}

	void Initialize(T &);
	void Finalize(T &);
	void MovementInform(T &);
	void InitTraveller(T &, const WaypointData &);
	void GeneratePathId(T &);
	void Reset(T &unit);
	bool Update(T &, const uint32 &);
	bool GetDestination(float &x, float &y, float &z) const;
	MovementGeneratorType GetMovementGeneratorType() {
		return WAYPOINT_MOTION_TYPE;
	}

private:
	WaypointData *node;
	uint32 path_id;
	TimeTrackerSmall i_nextMoveTime;
	WaypointPath const* waypoints;
	bool repeating, StopedByPlayer;
};

/** FlightPathMovementGenerator generates movement of the player for the paths
 * and hence generates ground and activities for the player.
 */
class FlightPathMovementGenerator: public MovementGeneratorMedium<Player,
		FlightPathMovementGenerator> ,
public PathMovementBase<Player, TaxiPathNodeList const*> {
public:
	explicit FlightPathMovementGenerator(TaxiPathNodeList const& pathnodes,
			uint32 startNode = 0) {
		i_path = &pathnodes;
		i_currentNode = startNode;
	}
	void Initialize(Player &);
	void Reset(Player & /*u*/) {
	}
	;
	void Finalize(Player &);
	bool Update(Player &, const uint32 &);
	MovementGeneratorType GetMovementGeneratorType() {
		return FLIGHT_MOTION_TYPE;
	}

	TaxiPathNodeList const& GetPath() {
		return *i_path;
	}
	uint32 GetPathAtMapEnd() const;
	bool HasArrived() const {
		return (i_currentNode >= i_path->size());
	}
	void SetCurrentNodeAfterTeleport();
	void SkipCurrentNode() {
		++i_currentNode;
	}
	void DoEventIfAny(Player& player, TaxiPathNodeEntry const& node,
			bool departure);

	bool GetDestination(float& x, float& y, float& z) const {
		return PathMovementBase<Player, TaxiPathNodeList const*>::GetDestination(
				x, y, z);
	}

	void PreloadEndGrid();
	void InitEndGridInfo();
private:
	// storage for preloading the flightmaster grid at end
	// before reaching final waypoint
	uint32 m_endMapId;
	uint32 m_preloadTargetNode;
	float m_endGridX;
	float m_endGridY;
};
#endif
